X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rsurf.c;h=ad5594e2244f5005c8655c96d7fd6d6254334af4;hp=1c64fdc0a1cb30f69986729f5d1b48fbce9e4a75;hb=b630803cb4f4b853046761445f98fefe010b713d;hpb=faa15c0c60e0906c4aab57f9dce0543eff063611 diff --git a/gl_rsurf.c b/gl_rsurf.c index 1c64fdc0..ad5594e2 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -29,6 +29,10 @@ static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHav static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; +static mempool_t *r_surf_mempool = NULL; +static int r_surf_surfacevisiblelimit = 0; +static qbyte *r_surf_surfacevisible = NULL; + cvar_t r_ambient = {0, "r_ambient", "0"}; cvar_t r_drawportals = {0, "r_drawportals", "0"}; cvar_t r_testvis = {0, "r_testvis", "0"}; @@ -37,6 +41,7 @@ cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"}; cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"}; cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"}; cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"}; +cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"}; cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"}; /* @@ -54,9 +59,20 @@ int r_q3bsp_nummarkleafs; q3mleaf_t *r_q3bsp_maxleaflist[65536]; int r_q3bsp_maxmarksurfaces; int r_q3bsp_nummarksurfaces; -q3mface_t *r_q3bsp_maxsurfacelist[65536]; +q3msurface_t *r_q3bsp_maxsurfacelist[65536]; */ +void R_Surf_ClearSurfaceVisible(int num) +{ + if (r_surf_surfacevisiblelimit < num) + { + Mem_Free(r_surf_surfacevisible); + r_surf_surfacevisiblelimit = num; + r_surf_surfacevisible = Mem_Alloc(r_surf_mempool, r_surf_surfacevisiblelimit); + } + memset(r_surf_surfacevisible, 0, num); +} + static int dlightdivtable[32768]; static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) @@ -279,14 +295,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) else { // clear to no light - j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style - if (j) - { - for (i = 0;i < size3;i++) - *bl++ = j; - } - else - memset(bl, 0, size*3*sizeof(unsigned int)); + memset(bl, 0, size*3*sizeof(unsigned int)); if (surf->dlightframe == r_framecount) { @@ -360,33 +369,29 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) // set to full bright if no light data bl = floatblocklights; if (!ent->model->brushq1.lightdata) - j = 255*256; - else - j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style - - // clear to no light - if (j) { for (i = 0;i < size3;i++) - *bl++ = j; + bl[i] = 255*256; } else - memset(bl, 0, size*3*sizeof(float)); - - if (surf->dlightframe == r_framecount) - { - surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf); - if (surf->cached_dlight) - c_light_polys++; - } - - // add all the lightmaps - if (lightmap) { - bl = floatblocklights; - for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3) - for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++) - bl[i] += lightmap[i] * scale; + memset(bl, 0, size*3*sizeof(float)); + + if (surf->dlightframe == r_framecount) + { + surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf); + if (surf->cached_dlight) + c_light_polys++; + } + + // add all the lightmaps + if (lightmap) + { + bl = floatblocklights; + for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3) + for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++) + bl[i] += lightmap[i] * scale; + } } stain = surf->stainsamples; @@ -732,8 +737,8 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture const msurface_t *surf; rmeshstate_t m; - // LordHavoc: HalfLife maps have freaky skypolys... - if (ent->model->brush.ishlbsp) + // sky rendering transparently would be too difficult + if (ent->flags & RENDER_TRANSPARENT) return; if (skyrendernow) @@ -743,6 +748,9 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture R_Sky(); } + // LordHavoc: HalfLife maps have freaky skypolys... + if (ent->model->brush.ishlbsp) + return; R_Mesh_Matrix(&ent->matrix); GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); @@ -774,25 +782,32 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture GL_LockArrays(0, 0); } } - GL_ColorMask(1,1,1,1); + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); } -static void RSurfShader_Water_Callback(const void *calldata1, int calldata2) +static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2) { const entity_render_t *ent = calldata1; const msurface_t *surf = ent->model->brushq1.surfaces + calldata2; rmeshstate_t m; float currentalpha; - float modelorg[3]; + float base, colorscale; + vec3_t modelorg; texture_t *texture; float args[4] = {0.05f,0,0,0.04f}; - int rendertype; + int rendertype, turb, fullbright; R_Mesh_Matrix(&ent->matrix); Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - texture = surf->texinfo->texture->currentframe; - currentalpha = texture->currentalpha; + texture = surf->texinfo->texture; + if (texture->animated) + texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0]; + currentalpha = ent->alpha; + if (surf->flags & SURF_WATERALPHA) + currentalpha *= r_wateralpha.value; + + GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); if (ent->effects & EF_ADDITIVE) { rendertype = SURFRENDER_ADD; @@ -809,14 +824,20 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2) { rendertype = SURFRENDER_OPAQUE; GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); + GL_DepthMask(!(ent->effects & EF_NODEPTHTEST)); } - GL_DepthTest(true); - GL_Color(1, 1, 1, currentalpha); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = surf->mesh.data_vertex3f; - if (gl_textureshader && r_watershader.value && !fogenabled) + + turb = (surf->flags & SURF_DRAWTURB) && r_waterscroll.value; + fullbright = !(ent->flags & RENDER_LIGHT) || (surf->flags & SURF_DRAWFULLBRIGHT) || !surf->samples; + base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f); + if (surf->flags & SURF_DRAWTURB) + base *= 0.5f; + if ((surf->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled && fullbright) { + // NVIDIA Geforce3 distortion texture shader on water + GL_Color(1, 1, 1, currentalpha); + memset(&m, 0, sizeof(m)); + m.pointer_vertex = surf->mesh.data_vertex3f; m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]); m.tex[1] = R_GetTexture(texture->skin.base); m.texcombinergb[0] = GL_REPLACE; @@ -845,129 +866,81 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2) } else { - RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg); + memset(&m, 0, sizeof(m)); + m.pointer_vertex = surf->mesh.data_vertex3f; m.pointer_color = varray_color4f; - m.tex[0] = R_GetTexture(texture->skin.base); m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - if (r_waterscroll.value) + m.tex[0] = R_GetTexture(texture->skin.base); + if (turb) { // scrolling in texture matrix Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0); } - R_Mesh_State(&m); - GL_LockArrays(0, surf->mesh.num_vertices); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - GL_LockArrays(0, 0); - if (fogenabled && rendertype != SURFRENDER_ADD) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg); - m.tex[0] = R_GetTexture(texture->skin.fog); - R_Mesh_State(&m); - GL_LockArrays(0, surf->mesh.num_vertices); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } -} - -static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2) -{ - const entity_render_t *ent = calldata1; - const msurface_t *surf = ent->model->brushq1.surfaces + calldata2; - int rendertype; - float currentalpha; - texture_t *texture; - float base, colorscale; - rmeshstate_t m; - vec3_t modelorg; - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - R_Mesh_Matrix(&ent->matrix); - - texture = surf->texinfo->texture; - if (texture->animated) - texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0]; - - currentalpha = ent->alpha; - base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f); - GL_DepthTest(true); - if (ent->effects & EF_ADDITIVE) - { - rendertype = SURFRENDER_ADD; - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - } - else if (currentalpha < 1 || texture->skin.fog != NULL) - { - rendertype = SURFRENDER_ALPHA; - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); - } - else - { - rendertype = SURFRENDER_OPAQUE; - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - } - - { - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.base); colorscale = 1; if (gl_combine.integer) { m.texrgbscale[0] = 4; colorscale *= 0.25f; } - m.pointer_color = varray_color4f; - m.pointer_vertex = surf->mesh.data_vertex3f; - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State(&m); R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha); - if (!(ent->effects & EF_FULLBRIGHT)) + if (!fullbright) { if (surf->dlightframe == r_framecount) RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1); - if (surf->flags & SURF_LIGHTMAP) + if (surf->samples) RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); } RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg); - GL_LockArrays(0, surf->mesh.num_vertices); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - GL_LockArrays(0, 0); - } - if (texture->skin.glow) - { - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - m.pointer_color = varray_color4f; - m.tex[0] = R_GetTexture(texture->skin.glow); - m.pointer_vertex = surf->mesh.data_vertex3f; - if (m.tex[0]) - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State(&m); - RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg); - GL_LockArrays(0, surf->mesh.num_vertices); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - GL_LockArrays(0, 0); - } - if (fogenabled && rendertype != SURFRENDER_ADD) - { - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - m.pointer_color = varray_color4f; - m.tex[0] = R_GetTexture(texture->skin.fog); - m.pointer_vertex = surf->mesh.data_vertex3f; - if (m.tex[0]) - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; R_Mesh_State(&m); - RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg); GL_LockArrays(0, surf->mesh.num_vertices); R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); GL_LockArrays(0, 0); + if (texture->skin.glow) + { + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + m.pointer_color = varray_color4f; + m.tex[0] = R_GetTexture(texture->skin.glow); + m.pointer_vertex = surf->mesh.data_vertex3f; + if (m.tex[0]) + { + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + if (turb) + { + // scrolling in texture matrix + Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0); + } + } + R_Mesh_State(&m); + RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg); + GL_LockArrays(0, surf->mesh.num_vertices); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + GL_LockArrays(0, 0); + } + if (fogenabled && rendertype != SURFRENDER_ADD) + { + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + m.pointer_color = varray_color4f; + m.tex[0] = R_GetTexture(texture->skin.fog); + m.pointer_vertex = surf->mesh.data_vertex3f; + if (m.tex[0]) + { + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + if (turb) + { + // scrolling in texture matrix + Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0); + } + } + R_Mesh_State(&m); + RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg); + GL_LockArrays(0, surf->mesh.num_vertices); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + GL_LockArrays(0, 0); + } } } @@ -990,10 +963,7 @@ static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(co m.tex[3] = R_GetTexture(texture->skin.glow); m.texcombinergb[3] = GL_ADD; } - if (r_shadow_realtime_world.integer) - GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1); - else - GL_Color(1, 1, 1, 1); + GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1); while((surf = *surfchain++) != NULL) { @@ -1028,10 +998,7 @@ static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const m.texrgbscale[1] = 2; m.tex[2] = R_GetTexture(texture->skin.detail); m.texrgbscale[2] = 2; - if (r_shadow_realtime_world.integer) - GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1); - else - GL_Color(1, 1, 1, 1); + GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1); while((surf = *surfchain++) != NULL) { @@ -1063,10 +1030,7 @@ static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity m.tex[0] = R_GetTexture(texture->skin.base); m.tex[1] = R_GetTexture((**surfchain).lightmaptexture); m.texrgbscale[1] = 2; - if (r_shadow_realtime_world.integer) - GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1); - else - GL_Color(1, 1, 1, 1); + GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) @@ -1093,8 +1057,8 @@ static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, GL_DepthTest(true); GL_BlendFunc(GL_ONE, GL_ZERO); m.tex[0] = R_GetTexture(texture->skin.base); - if (r_shadow_realtime_world.integer) - GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1); + if (ent->flags & RENDER_LIGHT) + GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1); else GL_Color(1, 1, 1, 1); while((surf = *surfchain++) != NULL) @@ -1138,6 +1102,30 @@ static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, } } +static void RSurfShader_OpaqueWall_Pass_BaseAmbient(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +{ + const msurface_t *surf; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(texture->skin.base); + GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1); + while((surf = *surfchain++) != NULL) + { + if (surf->visframe == r_framecount) + { + m.pointer_vertex = surf->mesh.data_vertex3f; + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + R_Mesh_State(&m); + GL_LockArrays(0, surf->mesh.num_vertices); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } +} + static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; @@ -1251,10 +1239,7 @@ static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t * GL_DepthMask(true); GL_DepthTest(true); m.tex[0] = R_GetTexture((**surfchain).lightmaptexture); - if (r_shadow_realtime_world.integer) - GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1); - else - GL_Color(1, 1, 1, 1); + GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) @@ -1271,97 +1256,6 @@ static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t * } } -static void R_DrawSurfaceChain(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - msurface_t **chain; - vec3_t center; - if (texture->flags & SURF_LIGHTMAP) - { - if (gl_lightmaps.integer) - { - RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain); - if (fogenabled) - RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); - } - else if (texture->rendertype != SURFRENDER_OPAQUE) - { - // transparent vertex shaded from lightmap - for (chain = surfchain;(surf = *chain) != NULL;chain++) - { - if (surf->visframe == r_framecount) - { - Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); - R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces); - } - } - } - else if (ent->effects & EF_FULLBRIGHT || r_fullbright.integer) - { - RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain); - if (r_detailtextures.integer) - RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); - if (texture->skin.glow) - RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); - if (fogenabled) - RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); - } - else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer) - { - RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain); - if (fogenabled) - RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); - } - else if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer) - { - RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain); - if (texture->skin.glow) - RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); - if (fogenabled) - RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); - } - else if (r_textureunits.integer >= 2 && gl_combine.integer) - { - RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain); - if (r_detailtextures.integer) - RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); - if (texture->skin.glow) - RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); - if (fogenabled) - RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); - } - else - { - RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain); - RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain); - if (r_detailtextures.integer) - RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); - if (texture->skin.glow) - RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); - if (fogenabled) - RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); - } - } - else if (texture->flags & SURF_DRAWTURB) - { - for (chain = surfchain;(surf = *chain) != NULL;chain++) - { - if (surf->visframe == r_framecount) - { - if (texture->rendertype == SURFRENDER_OPAQUE) - RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces); - else - { - Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); - R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces); - } - } - } - } - else if (texture->flags & SURF_DRAWSKY) - RSurfShader_Sky(ent, texture, surfchain); -} - void R_UpdateTextureInfo(entity_render_t *ent) { int i, texframe, alttextures; @@ -1391,11 +1285,31 @@ void R_UpdateTextureInfo(entity_render_t *ent) } } +void R_UpdateLightmapInfo(entity_render_t *ent) +{ + int i; + msurface_t *surface, **surfacechain; + model_t *model = ent->model; + if (!model) + return; + if (r_dynamic.integer && !r_rtdlight) + R_MarkLights(ent); + for (i = 0;i < model->brushq1.light_styles;i++) + { + if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]]) + { + model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]]; + for (surfacechain = model->brushq1.light_styleupdatechains[i];(surface = *surfacechain);surfacechain++) + surface->cached_dlight = true; + } + } +} + void R_PrepareSurfaces(entity_render_t *ent) { int i, numsurfaces, *surfacevisframes; model_t *model; - msurface_t *surf, *surfaces, **surfchain; + msurface_t *surf, *surfaces; vec3_t modelorg; if (!ent->model) @@ -1403,35 +1317,10 @@ void R_PrepareSurfaces(entity_render_t *ent) model = ent->model; Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - numsurfaces = model->brushq1.nummodelsurfaces; - surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface; - surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface; - - R_UpdateTextureInfo(ent); - - if (r_dynamic.integer && !r_shadow_realtime_dlight.integer) - R_MarkLights(ent); - - if (model->brushq1.light_ambient != r_ambient.value) - { - model->brushq1.light_ambient = r_ambient.value; - for (i = 0;i < model->brushq1.nummodelsurfaces;i++) - model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true; - } - else - { - for (i = 0;i < model->brushq1.light_styles;i++) - { - if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]]) - { - model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]]; - for (surfchain = model->brushq1.light_styleupdatechains[i];*surfchain;surfchain++) - (**surfchain).cached_dlight = true; - } - } - } - - for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++) + numsurfaces = model->nummodelsurfaces; + surfaces = model->brushq1.surfaces + model->firstmodelsurface; + surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface; + for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++) { if (surfacevisframes[i] == r_framecount) { @@ -1461,17 +1350,94 @@ void R_PrepareSurfaces(entity_render_t *ent) void R_DrawSurfaces(entity_render_t *ent, int flagsmask) { - int i, f; - texture_t *t; + int texturenumber, f; + vec3_t center; + msurface_t *surf, **chain, **surfchain; + texture_t *t, *texture; model_t *model = ent->model; if (model == NULL) return; R_Mesh_Matrix(&ent->matrix); - for (i = 0, t = model->brushq1.textures;i < model->brushq1.numtextures;i++, t++) + for (texturenumber = 0, t = model->brushq1.textures;texturenumber < model->brushq1.numtextures;texturenumber++, t++) { - f = t->flags & flagsmask; - if (f && t->currentframe && model->brushq1.pvstexturechains[i] != NULL) - R_DrawSurfaceChain(ent, t->currentframe, model->brushq1.pvstexturechains[i]); + if ((f = t->flags & flagsmask) && (texture = t->currentframe) && (surfchain = model->brushq1.pvstexturechains[texturenumber]) != NULL) + { + if (texture->flags & SURF_LIGHTMAP) + { + if (gl_lightmaps.integer) + { + RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain); + if (fogenabled) + RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); + } + else if (texture->rendertype != SURFRENDER_OPAQUE) + { + // transparent vertex shaded from lightmap + for (chain = surfchain;(surf = *chain) != NULL;chain++) + { + if (surf->visframe == r_framecount) + { + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces); + } + } + } + else + { + if (!(ent->flags & RENDER_LIGHT)) + { + RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain); + if (r_detailtextures.integer) + RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); + if (texture->skin.glow) + RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); + } + else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0) + RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain); + else + { + if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0) + RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain); + else + { + if (r_textureunits.integer >= 2 && gl_combine.integer) + RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain); + else + { + RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain); + RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain); + } + if (r_ambient.value > 0) + RSurfShader_OpaqueWall_Pass_BaseAmbient(ent, texture, surfchain); + if (r_detailtextures.integer) + RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); + } + if (texture->skin.glow) + RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); + } + if (fogenabled) + RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); + } + } + else if (texture->flags & SURF_DRAWTURB) + { + for (chain = surfchain;(surf = *chain) != NULL;chain++) + { + if (surf->visframe == r_framecount) + { + if (texture->rendertype == SURFRENDER_OPAQUE) + RSurfShader_Transparent_Callback(ent, surf - ent->model->brushq1.surfaces); + else + { + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces); + } + } + } + } + else if (texture->flags & SURF_DRAWSKY) + RSurfShader_Sky(ent, texture, surfchain); + } } } @@ -1549,10 +1515,10 @@ void R_PrepareBrushModel(entity_render_t *ent) #if WORLDNODECULLBACKFACES Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); #endif - numsurfaces = model->brushq1.nummodelsurfaces; - surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface; - surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface; - surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface; + numsurfaces = model->nummodelsurfaces; + surf = model->brushq1.surfaces + model->firstmodelsurface; + surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface; + surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface; for (i = 0;i < numsurfaces;i++, surf++) { #if WORLDNODECULLBACKFACES @@ -1569,7 +1535,8 @@ void R_PrepareBrushModel(entity_render_t *ent) #endif surf->dlightframe = -1; } - R_PrepareSurfaces(ent); + R_UpdateTextureInfo(ent); + R_UpdateLightmapInfo(ent); } void R_SurfaceWorldNode (entity_render_t *ent) @@ -1584,8 +1551,8 @@ void R_SurfaceWorldNode (entity_render_t *ent) model = ent->model; if (model == NULL) return; - surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface; - surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface; + surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface; + surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface; Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain) @@ -1743,49 +1710,35 @@ void R_WorldVisibility(entity_render_t *ent) R_SurfaceWorldNode (ent); else R_PortalWorldNode (ent, viewleaf); -} -void R_DrawWorld(entity_render_t *ent) -{ - if (ent->model == NULL) - return; - if (!ent->model->brushq1.num_leafs) - { - if (ent->model->DrawSky) - ent->model->DrawSky(ent); - if (ent->model->Draw) - ent->model->Draw(ent); - } - else - { - R_PrepareSurfaces(ent); - R_DrawSurfaces(ent, SURF_DRAWSKY); - R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP); - if (r_drawportals.integer) - R_DrawPortals(ent); - } + if (r_drawportals.integer) + R_DrawPortals(ent); } -void R_Model_Brush_DrawSky(entity_render_t *ent) +void R_Q1BSP_DrawSky(entity_render_t *ent) { if (ent->model == NULL) return; if (ent != &cl_entities[0].render) R_PrepareBrushModel(ent); + R_PrepareSurfaces(ent); R_DrawSurfaces(ent, SURF_DRAWSKY); } -void R_Model_Brush_Draw(entity_render_t *ent) +void R_Q1BSP_Draw(entity_render_t *ent) { if (ent->model == NULL) return; c_bmodels++; if (ent != &cl_entities[0].render) R_PrepareBrushModel(ent); + R_PrepareSurfaces(ent); + R_UpdateTextureInfo(ent); + R_UpdateLightmapInfo(ent); R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP); } -void R_Model_Brush_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer) +void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer) { model_t *model = ent->model; vec3_t lightmins, lightmaxs; @@ -1804,7 +1757,7 @@ void R_Model_Brush_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin *outnumclusterspointer = 0; *outnumsurfacespointer = 0; memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes); - memset(outsurfacepvs, 0, (model->numsurfaces + 7) >> 3); + memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3); if (model == NULL) { VectorCopy(lightmins, outmins); @@ -1828,29 +1781,35 @@ void R_Model_Brush_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin outmaxs[0] = max(outmaxs[0], leaf->maxs[0]); outmaxs[1] = max(outmaxs[1], leaf->maxs[1]); outmaxs[2] = max(outmaxs[2], leaf->maxs[2]); - if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex)) + if (outclusterpvs) { - SETPVSBIT(outclusterpvs, leaf->clusterindex); - outclusterlist[outnumclusters++] = leaf->clusterindex; + if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex)) + { + SETPVSBIT(outclusterpvs, leaf->clusterindex); + outclusterlist[outnumclusters++] = leaf->clusterindex; + } } - for (marksurfaceindex = 0;marksurfaceindex < leaf->nummarksurfaces;marksurfaceindex++) + if (outsurfacepvs) { - surfaceindex = leaf->firstmarksurface[marksurfaceindex]; - if (!CHECKPVSBIT(outsurfacepvs, surfaceindex)) + for (marksurfaceindex = 0;marksurfaceindex < leaf->nummarksurfaces;marksurfaceindex++) { - surface = model->brushq1.surfaces + surfaceindex; - if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog) + surfaceindex = leaf->firstmarksurface[marksurfaceindex]; + if (!CHECKPVSBIT(outsurfacepvs, surfaceindex)) { - for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3) + surface = model->brushq1.surfaces + surfaceindex; + if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog) { - v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; - v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; - v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; - if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) + for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3) { - SETPVSBIT(outsurfacepvs, surfaceindex); - outsurfacelist[outnumsurfaces++] = surfaceindex; - break; + v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; + v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; + v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; + if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) + { + SETPVSBIT(outsurfacepvs, surfaceindex); + outsurfacelist[outnumsurfaces++] = surfaceindex; + break; + } } } } @@ -1871,14 +1830,12 @@ void R_Model_Brush_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin *outnumsurfacespointer = outnumsurfaces; } -void R_Model_Brush_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist) +void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist) { model_t *model = ent->model; vec3_t lightmins, lightmaxs; msurface_t *surface; - int surfacelistindex, j, t; - const int *e; - const float *v[3]; + int surfacelistindex; if (r_drawcollisionbrushes.integer < 2) { lightmins[0] = relativelightorigin[0] - lightradius; @@ -1892,20 +1849,13 @@ void R_Model_Brush_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightor for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { surface = model->brushq1.surfaces + surfacelist[surfacelistindex]; - for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->mesh.num_triangles;j++, t++, e += 3) - { - v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; - v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; - v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; - if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) - shadowmarklist[numshadowmark++] = t; - } + R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs); } R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist); } } -void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist) +void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist) { model_t *model = ent->model; vec3_t lightmins, lightmaxs, modelorg; @@ -1922,6 +1872,7 @@ void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v lightmaxs[2] = relativelightorigin[2] + lightradius; R_Mesh_Matrix(&ent->matrix); Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + R_UpdateTextureInfo(ent); for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { surface = model->brushq1.surfaces + surfacelist[surfacelistindex]; @@ -1935,6 +1886,7 @@ void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v else if (ent != &cl_entities[0].render || surface->visframe == r_framecount) { t = surface->texinfo->texture->currentframe; + // FIXME: transparent surfaces need to be lit later if (t->flags & SURF_LIGHTMAP && t->rendertype == SURFRENDER_OPAQUE) R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR); } @@ -1949,14 +1901,14 @@ void R_DrawCollisionBrush(colbrushf_t *brush) memset(&m, 0, sizeof(m)); m.pointer_vertex = brush->points->v; R_Mesh_State(&m); - i = ((int)brush) / sizeof(colbrushf_t); + i = (int)(((size_t)brush) / sizeof(colbrushf_t)); GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); GL_LockArrays(0, brush->numpoints); R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements); GL_LockArrays(0, 0); } -void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3mface_t *face) +void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3msurface_t *face) { int i; rmeshstate_t m; @@ -1965,274 +1917,26 @@ void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3mface_t *face) memset(&m, 0, sizeof(m)); m.pointer_vertex = face->data_collisionvertex3f; R_Mesh_State(&m); - i = ((int)face) / sizeof(q3mface_t); + i = (int)(((size_t)face) / sizeof(q3msurface_t)); GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); GL_LockArrays(0, face->num_collisionvertices); R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i); GL_LockArrays(0, 0); } -void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face) -{ - rmeshstate_t m; - if (!face->num_triangles) - return; - c_faces++; - if (skyrendernow) - { - skyrendernow = false; - if (skyrendermasked) - R_Sky(); - } - - R_Mesh_Matrix(&ent->matrix); - - GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); - if (skyrendermasked) - { - // depth-only (masking) - GL_ColorMask(0,0,0,0); - // just to make sure that braindead drivers don't draw anything - // despite that colormask... - GL_BlendFunc(GL_ZERO, GL_ONE); - } - else - { - // fog sky - GL_BlendFunc(GL_ONE, GL_ZERO); - } - GL_DepthMask(true); - GL_DepthTest(true); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = face->data_vertex3f; - R_Mesh_State(&m); - - GL_LockArrays(0, face->num_vertices); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); - GL_LockArrays(0, 0); - GL_ColorMask(1,1,1,1); -} - -void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t *face) -{ - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_DepthTest(true); - if (face->texture->skin.glow) - { - m.tex[0] = R_GetTexture(face->texture->skin.glow); - m.pointer_texcoord[0] = face->data_texcoordtexture2f; - GL_Color(1, 1, 1, 1); - } - else - GL_Color(0, 0, 0, 1); - m.pointer_vertex = face->data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, face->num_vertices); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); - GL_LockArrays(0, 0); -} - -void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3mface_t *face) -{ - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_DepthTest(true); - m.tex[0] = R_GetTexture(face->texture->skin.base); - m.pointer_texcoord[0] = face->data_texcoordtexture2f; - m.tex[1] = R_GetTexture(face->lightmaptexture); - m.pointer_texcoord[1] = face->data_texcoordlightmap2f; - m.texrgbscale[1] = 2; - GL_Color(1, 1, 1, 1); - m.pointer_vertex = face->data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, face->num_vertices); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); - GL_LockArrays(0, 0); -} - -void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *face) -{ - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_DepthTest(true); - m.tex[0] = R_GetTexture(face->texture->skin.base); - m.pointer_texcoord[0] = face->data_texcoordtexture2f; - GL_Color(1, 1, 1, 1); - m.pointer_vertex = face->data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, face->num_vertices); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); - GL_LockArrays(0, 0); -} - -void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3mface_t *face) -{ - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_DepthMask(false); - GL_DepthTest(true); - m.tex[0] = R_GetTexture(face->lightmaptexture); - m.pointer_texcoord[0] = face->data_texcoordlightmap2f; - GL_Color(1, 1, 1, 1); - m.pointer_vertex = face->data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, face->num_vertices); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); - GL_LockArrays(0, 0); -} - -void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3mface_t *face) -{ - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_DepthTest(true); - m.tex[0] = R_GetTexture(face->lightmaptexture); - m.pointer_texcoord[0] = face->data_texcoordlightmap2f; - if (r_shadow_realtime_world.integer) - GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1); - else - GL_Color(1, 1, 1, 1); - m.pointer_vertex = face->data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, face->num_vertices); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); - GL_LockArrays(0, 0); -} - -void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face) -{ - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - if (face->texture->skin.glow) - { - m.tex[0] = R_GetTexture(face->texture->skin.glow); - m.pointer_texcoord[0] = face->data_texcoordtexture2f; - GL_Color(1, 1, 1, 1); - } - else - GL_Color(0, 0, 0, 1); - m.pointer_vertex = face->data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, face->num_vertices); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); - GL_LockArrays(0, 0); -} - -void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mface_t *face) -{ - int i; - float mul; - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_DepthTest(true); - m.tex[0] = R_GetTexture(face->texture->skin.base); - m.pointer_texcoord[0] = face->data_texcoordtexture2f; - mul = 2.0f; - if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1) - mul *= r_shadow_realtime_world_lightmaps.value; - if (mul == 2 && gl_combine.integer) - { - m.texrgbscale[0] = 2; - m.pointer_color = face->data_color4f; - } - else if (mul == 1) - m.pointer_color = face->data_color4f; - else - { - for (i = 0;i < face->num_vertices;i++) - { - varray_color4f[i*4+0] = face->data_color4f[i*4+0] * mul; - varray_color4f[i*4+1] = face->data_color4f[i*4+1] * mul; - varray_color4f[i*4+2] = face->data_color4f[i*4+2] * mul; - varray_color4f[i*4+3] = face->data_color4f[i*4+3]; - } - m.pointer_color = varray_color4f; - } - m.pointer_vertex = face->data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, face->num_vertices); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); - GL_LockArrays(0, 0); -} - -void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3mface_t *face) -{ - int i; - float mul; - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_DepthTest(true); - mul = 2.0f; - if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1) - mul *= r_shadow_realtime_world_lightmaps.value; - if (mul == 1) - m.pointer_color = face->data_color4f; - else - { - for (i = 0;i < face->num_vertices;i++) - { - varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f; - varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f; - varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f; - varray_color4f[i*4+3] = face->data_color4f[i*4+3]; - } - m.pointer_color = varray_color4f; - } - m.pointer_vertex = face->data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, face->num_vertices); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); - GL_LockArrays(0, 0); -} - -void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3mface_t *face) -{ - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_ONE, GL_ONE); - GL_DepthMask(true); - GL_DepthTest(true); - m.tex[0] = R_GetTexture(face->texture->skin.base); - m.pointer_texcoord[0] = face->data_texcoordtexture2f; - GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1); - m.pointer_vertex = face->data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, face->num_vertices); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); - GL_LockArrays(0, 0); -} - void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber) { const entity_render_t *ent = voident; - q3mface_t *face = ent->model->brushq3.data_faces + facenumber; + q3msurface_t *face = ent->model->brushq3.data_faces + facenumber; rmeshstate_t m; R_Mesh_Matrix(&ent->matrix); memset(&m, 0, sizeof(m)); - if (ent->effects & EF_ADDITIVE) + if ((ent->effects & EF_ADDITIVE) || (face->texture->textureflags & Q3TEXTUREFLAG_ADDITIVE)) GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); else GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); - GL_DepthTest(true); + GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); m.tex[0] = R_GetTexture(face->texture->skin.base); m.pointer_texcoord[0] = face->data_texcoordtexture2f; // LordHavoc: quake3 was not able to do this; lit transparent surfaces @@ -2275,178 +1979,432 @@ void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber) } m.pointer_color = varray_color4f; } - m.pointer_vertex = face->data_vertex3f; + if (face->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) + { + int i, j; + float center[3], center2[3], forward[3], right[3], up[3], v[4][3]; + matrix4x4_t matrix1, imatrix1; + R_Mesh_Matrix(&r_identitymatrix); + // a single autosprite surface can contain multiple sprites... + for (j = 0;j < face->num_vertices - 3;j += 4) + { + VectorClear(center); + for (i = 0;i < 4;i++) + VectorAdd(center, face->data_vertex3f + (j+i) * 3, center); + VectorScale(center, 0.25f, center); + Matrix4x4_Transform(&ent->matrix, center, center2); + // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out? + Matrix4x4_FromVectors(&matrix1, face->data_normal3f + j*3, face->data_svector3f + j*3, face->data_tvector3f + j*3, center); + Matrix4x4_Invert_Simple(&imatrix1, &matrix1); + for (i = 0;i < 4;i++) + Matrix4x4_Transform(&imatrix1, face->data_vertex3f + (j+i)*3, v[i]); + if (face->texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2) + { + forward[0] = r_vieworigin[0] - center2[0]; + forward[1] = r_vieworigin[1] - center2[1]; + forward[2] = 0; + VectorNormalize(forward); + right[0] = forward[1]; + right[1] = -forward[0]; + right[2] = 0; + up[0] = 0; + up[1] = 0; + up[2] = 1; + } + else + { + VectorCopy(r_viewforward, forward); + VectorCopy(r_viewright, right); + VectorCopy(r_viewup, up); + } + for (i = 0;i < 4;i++) + VectorMAMAMAM(1, center2, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (i+j) * 3); + } + m.pointer_vertex = varray_vertex3f; + } + else + m.pointer_vertex = face->data_vertex3f; R_Mesh_State(&m); - qglDisable(GL_CULL_FACE); + if (face->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglDisable(GL_CULL_FACE); GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); GL_LockArrays(0, 0); - qglEnable(GL_CULL_FACE); + if (face->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglEnable(GL_CULL_FACE); } -void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face) +void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumfaces, q3msurface_t **texturefacelist) { - if (!face->num_triangles) - return; - if (face->texture->surfaceflags && (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))) + int i, texturefaceindex; + rmeshstate_t m; + if (!texturenumfaces) return; - c_faces++; - if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE)) + c_faces += texturenumfaces; + // transparent surfaces get sorted for later drawing + if ((t->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE)) { vec3_t facecenter, center; - facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f; - facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f; - facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f; - Matrix4x4_Transform(&ent->matrix, facecenter, center); - R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces); + // drawing sky transparently would be too difficult + if (t->surfaceparms & Q3SURFACEPARM_SKY) + return; + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) + { + q3msurface_t *face = texturefacelist[texturefaceindex]; + facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f; + facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f; + facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f; + Matrix4x4_Transform(&ent->matrix, facecenter, center); + R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces); + } return; } - R_Mesh_Matrix(&ent->matrix); - if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0) - R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face); - else if ((ent->effects & EF_FULLBRIGHT) || r_fullbright.integer) + // sky surfaces draw sky if needed and render themselves as a depth mask + if (t->surfaceparms & Q3SURFACEPARM_SKY) { - R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face); - if (face->texture->skin.glow) - R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face); + if (skyrendernow) + { + skyrendernow = false; + if (skyrendermasked) + R_Sky(); + } + if (!r_q3bsp_renderskydepth.integer) + return; + + R_Mesh_Matrix(&ent->matrix); + + GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); + if (skyrendermasked) + { + // depth-only (masking) + GL_ColorMask(0,0,0,0); + // just to make sure that braindead drivers don't draw anything + // despite that colormask... + GL_BlendFunc(GL_ZERO, GL_ONE); + } + else + { + // fog sky + GL_BlendFunc(GL_ONE, GL_ZERO); + } + GL_DepthMask(true); + GL_DepthTest(true); + + memset(&m, 0, sizeof(m)); + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) + { + q3msurface_t *face = texturefacelist[texturefaceindex]; + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); + } + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); + return; } - else if (face->lightmaptexture) + // gl_lightmaps debugging mode skips normal texturing + if (gl_lightmaps.integer) { - if (gl_lightmaps.integer) - R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(ent, face); - else + GL_DepthMask(true); + GL_DepthTest(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + qglDisable(GL_CULL_FACE); + memset(&m, 0, sizeof(m)); + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) { - if (r_textureunits.integer >= 2 && gl_combine.integer) - R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(ent, face); + q3msurface_t *face = texturefacelist[texturefaceindex]; + m.tex[0] = R_GetTexture(face->lightmaptexture); + m.pointer_texcoord[0] = face->data_texcoordlightmap2f; + if (face->lightmaptexture) + { + GL_Color(1, 1, 1, 1); + m.pointer_color = NULL; + } else + m.pointer_color = face->data_color4f; + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); + } + qglEnable(GL_CULL_FACE); + return; + } + // anything else is a typical wall, lightmap * texture + glow + if (!(ent->flags & RENDER_LIGHT)) + { + GL_DepthMask(true); + GL_DepthTest(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_Color(1, 1, 1, 1); + if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglDisable(GL_CULL_FACE); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(t->skin.base); + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) + { + q3msurface_t *face = texturefacelist[texturefaceindex]; + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); + } + if (t->skin.glow) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + m.tex[0] = R_GetTexture(t->skin.glow); + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) { - R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face); - R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face); + q3msurface_t *face = texturefacelist[texturefaceindex]; + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); } - if (face->texture->skin.glow) - R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face); } + if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglEnable(GL_CULL_FACE); + return; } - else + if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglDisable(GL_CULL_FACE); + if (r_lightmapintensity <= 0) { - if (gl_lightmaps.integer) - R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(ent, face); - else + GL_DepthMask(true); + GL_DepthTest(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_Color(0, 0, 0, 1); + memset(&m, 0, sizeof(m)); + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) { - R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face); - if (face->texture->skin.glow) - R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face); + q3msurface_t *face = texturefacelist[texturefaceindex]; + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); } } - if (r_ambient.value) - R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face); -} - -void R_Q3BSP_RecursiveWorldNode(q3mnode_t *node) -{ - int i; - q3mleaf_t *leaf; - for (;;) + else if (r_textureunits.integer >= 2 && gl_combine.integer) { - if (R_CullBox(node->mins, node->maxs)) - return; - if (!node->plane) - break; - c_nodes++; - R_Q3BSP_RecursiveWorldNode(node->children[0]); - node = node->children[1]; + // dualtexture combine + GL_DepthMask(true); + GL_DepthTest(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(t->skin.base); + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) + { + q3msurface_t *face = texturefacelist[texturefaceindex]; + m.tex[1] = R_GetTexture(face->lightmaptexture); + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + m.pointer_texcoord[1] = face->data_texcoordlightmap2f; + m.texrgbscale[1] = 2; + if (face->lightmaptexture) + { + GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1); + m.pointer_color = NULL; + } + else if (r_lightmapintensity == 1) + m.pointer_color = face->data_color4f; + else + { + m.pointer_color = varray_color4f; + for (i = 0;i < face->num_vertices;i++) + { + varray_color4f[i*4+0] = face->data_color4f[i*4+0] * r_lightmapintensity; + varray_color4f[i*4+1] = face->data_color4f[i*4+1] * r_lightmapintensity; + varray_color4f[i*4+2] = face->data_color4f[i*4+2] * r_lightmapintensity; + varray_color4f[i*4+3] = face->data_color4f[i*4+3]; + } + } + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); + } } - leaf = (q3mleaf_t *)node; - if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex)) + else { - c_leafs++; - for (i = 0;i < leaf->numleaffaces;i++) - leaf->firstleafface[i]->visframe = r_framecount; + // single texture + GL_DepthMask(true); + GL_DepthTest(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + memset(&m, 0, sizeof(m)); + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) + { + q3msurface_t *face = texturefacelist[texturefaceindex]; + m.tex[0] = R_GetTexture(face->lightmaptexture); + m.pointer_texcoord[0] = face->data_texcoordlightmap2f; + if (face->lightmaptexture) + m.pointer_color = NULL; + else + m.pointer_color = face->data_color4f; + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); + } + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); + GL_DepthMask(false); + GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(t->skin.base); + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) + { + q3msurface_t *face = texturefacelist[texturefaceindex]; + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); + } } -} - -// FIXME: num_leafs needs to be recalculated at load time to include only -// node-referenced leafs, as some maps are incorrectly compiled with leafs for -// the submodels (which would render the submodels occasionally, as part of -// the world - not good) -void R_Q3BSP_MarkLeafPVS(void) -{ - int i, j; - q3mleaf_t *leaf; - for (j = 0, leaf = cl.worldmodel->brushq3.data_leafs;j < cl.worldmodel->brushq3.num_leafs;j++, leaf++) + if (r_ambient.value) { - if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex)) + GL_BlendFunc(GL_ONE, GL_ONE); + GL_DepthMask(false); + GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(t->skin.base); + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) { - c_leafs++; - for (i = 0;i < leaf->numleaffaces;i++) - leaf->firstleafface[i]->visframe = r_framecount; + q3msurface_t *face = texturefacelist[texturefaceindex]; + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); + } + } + if (t->skin.glow) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + GL_Color(1, 1, 1, 1); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(t->skin.glow); + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) + { + q3msurface_t *face = texturefacelist[texturefaceindex]; + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); } } + if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglEnable(GL_CULL_FACE); } -static int r_q3bsp_framecount = -1; - -void R_Q3BSP_DrawSky(entity_render_t *ent) +void R_Q3BSP_DrawFaces(entity_render_t *ent, int skyfaces) { - int i; - q3mface_t *face; - vec3_t modelorg; + int i, ti, flagsmask, flags; + q3msurface_t *face; model_t *model; + q3mtexture_t *t; + const int maxfaces = 1024; + int numfaces = 0; + q3msurface_t *facelist[1024]; R_Mesh_Matrix(&ent->matrix); model = ent->model; - if (r_drawcollisionbrushes.integer < 2) + flagsmask = Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY; + if (skyfaces) + flags = Q3SURFACEFLAG_SKY; + else + flags = 0; + if (ent == &cl_entities[0].render) { - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - if (ent == &cl_entities[0].render) + int j; + q3mleaf_t *leaf; + R_Surf_ClearSurfaceVisible(cl.worldmodel->brushq3.num_faces); + for (j = 0, leaf = cl.worldmodel->brushq3.data_leafs;j < cl.worldmodel->brushq3.num_leafs;j++, leaf++) { - if (r_q3bsp_framecount != r_framecount) + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) { - r_q3bsp_framecount = r_framecount; - R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes); - //R_Q3BSP_MarkLeafPVS(); + c_leafs++; + for (i = 0;i < leaf->numleaffaces;i++) + r_surf_surfacevisible[leaf->firstleaffacenum[i]] = 1; + } + } + for (ti = 0, t = model->brushq3.data_textures;ti < model->brushq3.num_textures;ti++, t++) + { + if ((t->surfaceflags & flagsmask) == flags) + { + numfaces = 0; + for (i = 0;i < t->numfaces;i++) + { + if (r_surf_surfacevisible[t->facenumlist[i]]) + { + face = t->facelist[i]; + if (!R_CullBox(face->mins, face->maxs) && face->num_triangles) + { + if (numfaces >= maxfaces) + { + if (numfaces) + R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist); + numfaces = 0; + } + facelist[numfaces++] = face; + } + } + } + if (numfaces) + R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist); } - for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) - if (face->visframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs)) - R_Q3BSP_DrawSkyFace(ent, face); } - else - for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) - if ((face->texture->surfaceflags & Q3SURFACEFLAG_SKY)) - R_Q3BSP_DrawSkyFace(ent, face); } -} - -void R_Q3BSP_Draw(entity_render_t *ent) -{ - int i; - q3mface_t *face; - vec3_t modelorg; - model_t *model; - qbyte *pvs; - R_Mesh_Matrix(&ent->matrix); - model = ent->model; - if (r_drawcollisionbrushes.integer < 2) + else { - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - if (ent == &cl_entities[0].render) + t = NULL; + numfaces = 0; + for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) { - if (model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg))) - if (r_q3bsp_framecount != r_framecount) - { - r_q3bsp_framecount = r_framecount; - R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes); - //R_Q3BSP_MarkLeafPVS(); + if ((face->texture->surfaceflags & flagsmask) == flags && face->num_triangles) + { + if (t != face->texture || numfaces >= maxfaces) + { + if (numfaces) + R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist); + numfaces = 0; + t = face->texture; + } + facelist[numfaces++] = face; } - for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) - if (face->visframe == r_framecount && !R_CullBox(face->mins, face->maxs)) - R_Q3BSP_DrawFace(ent, face); } - else - for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) - R_Q3BSP_DrawFace(ent, face); + if (numfaces) + R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist); } +} + +void R_Q3BSP_DrawSky(entity_render_t *ent) +{ + if (r_drawcollisionbrushes.integer < 2) + R_Q3BSP_DrawFaces(ent, true); +} + +void R_Q3BSP_Draw(entity_render_t *ent) +{ + if (r_drawcollisionbrushes.integer < 2) + R_Q3BSP_DrawFaces(ent, false); if (r_drawcollisionbrushes.integer >= 1) { + int i; + model_t *model = ent->model; + q3msurface_t *face; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); @@ -2468,7 +2426,7 @@ void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0; const int *e; const float *v[3]; - q3mface_t *surface; + q3msurface_t *surface; q3mleaf_t *leaf; const qbyte *pvs; lightmins[0] = relativelightorigin[0] - lightradius; @@ -2480,7 +2438,7 @@ void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa *outnumclusterspointer = 0; *outnumsurfacespointer = 0; memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes); - memset(outsurfacepvs, 0, (model->numsurfaces + 7) >> 3); + memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3); if (model == NULL) { VectorCopy(lightmins, outmins); @@ -2504,29 +2462,53 @@ void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa outmaxs[0] = max(outmaxs[0], leaf->maxs[0]); outmaxs[1] = max(outmaxs[1], leaf->maxs[1]); outmaxs[2] = max(outmaxs[2], leaf->maxs[2]); - if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex)) + if (outclusterpvs) { - SETPVSBIT(outclusterpvs, leaf->clusterindex); - outclusterlist[outnumclusters++] = leaf->clusterindex; + if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex)) + { + SETPVSBIT(outclusterpvs, leaf->clusterindex); + outclusterlist[outnumclusters++] = leaf->clusterindex; + } } - for (marksurfaceindex = 0;marksurfaceindex < leaf->numleaffaces;marksurfaceindex++) + if (outsurfacepvs) { - surface = leaf->firstleafface[marksurfaceindex]; - surfaceindex = surface - model->brushq3.data_faces; - if (!CHECKPVSBIT(outsurfacepvs, surfaceindex)) + for (marksurfaceindex = 0;marksurfaceindex < leaf->numleaffaces;marksurfaceindex++) { - if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))) + surface = leaf->firstleafface[marksurfaceindex]; + surfaceindex = surface - model->brushq3.data_faces; + if (!CHECKPVSBIT(outsurfacepvs, surfaceindex)) { - for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3) + if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)) && surface->num_triangles) { - v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; - v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; - v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; - if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) + if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) { - SETPVSBIT(outsurfacepvs, surfaceindex); - outsurfacelist[outnumsurfaces++] = surfaceindex; - break; + for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3) + { + v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; + v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; + v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; + if (lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) + { + SETPVSBIT(outsurfacepvs, surfaceindex); + outsurfacelist[outnumsurfaces++] = surfaceindex; + break; + } + } + } + else + { + for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3) + { + v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; + v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; + v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; + if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) + { + SETPVSBIT(outsurfacepvs, surfaceindex); + outsurfacelist[outnumsurfaces++] = surfaceindex; + break; + } + } } } } @@ -2551,10 +2533,8 @@ void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, { model_t *model = ent->model; vec3_t lightmins, lightmaxs; - q3mface_t *surface; - int surfacelistindex, j, t; - const int *e; - const float *v[3]; + q3msurface_t *surface; + int surfacelistindex; if (r_drawcollisionbrushes.integer < 2) { lightmins[0] = relativelightorigin[0] - lightradius; @@ -2569,17 +2549,8 @@ void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, { surface = model->brushq3.data_faces + surfacelist[surfacelistindex]; // FIXME: check some manner of face->rendermode here? - if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles && !surface->texture->skin.fog) - { - for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->num_triangles;j++, t++, e += 3) - { - v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; - v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; - v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; - if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) - shadowmarklist[numshadowmark++] = t; - } - } + if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && !(surface->texture->surfaceparms & (Q3SURFACEPARM_SKY | Q3SURFACEPARM_TRANS)) && !(surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)) + R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); } R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist); } @@ -2589,7 +2560,7 @@ void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t { model_t *model = ent->model; vec3_t lightmins, lightmaxs, modelorg; - q3mface_t *surface; + q3msurface_t *surface; int surfacelistindex; if (r_drawcollisionbrushes.integer < 2) { @@ -2609,18 +2580,30 @@ void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t // if compiling an rtlight, capture the mesh Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, surface->num_triangles, surface->data_element3i); } - else if ((ent != &cl_entities[0].render || surface->visframe == r_framecount) && !(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles) + else if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles) + { + if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglDisable(GL_CULL_FACE); R_Shadow_RenderLighting(surface->num_vertices, surface->num_triangles, surface->data_element3i, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR); + if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglEnable(GL_CULL_FACE); + } } } } static void gl_surf_start(void) { + r_surf_mempool = Mem_AllocPool("gl_rsurf", 0, NULL); + r_surf_surfacevisiblelimit = 65536; + r_surf_surfacevisible = Mem_Alloc(r_surf_mempool, r_surf_surfacevisiblelimit); } static void gl_surf_shutdown(void) { + r_surf_surfacevisiblelimit = 0; + r_surf_surfacevisible = NULL; + Mem_FreePool(&r_surf_mempool); } static void gl_surf_newmap(void) @@ -2642,6 +2625,7 @@ void GL_Surf_Init(void) Cvar_RegisterVariable(&r_surfaceworldnode); Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor); Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset); + Cvar_RegisterVariable(&r_q3bsp_renderskydepth); Cvar_RegisterVariable(&gl_lightmaps); R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);